/Engine/Source/Runtime/Engine/Classes/Engine/World.h
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if OutHits contains any blocking hit entries
bool ComponentSweepMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Start, const FVector & End, const FRotator & Rot, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params ) const